Mostly Harmless

UE3:KAsset (UDK)

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UDK Object >> Actor >> KAsset
Package: 
Engine
Direct subclass:
KAssetSpawnable
This class in other games:
UT3


Properties

Property group 'KAsset'

bBlockPawns

Type: bool

Whether this KAsset should block Pawns.

bDamageAppliesImpulse

Type: bool


Default value: True

bWakeOnLevelStart

Type: bool


SkeletalMeshComponent

Type: SkeletalMeshComponent

Modifiers: const, editconst


Default value: SkeletalMeshComponent'KAssetSkelMeshComponent'

Internal variables

ReplicatedMesh

Type: SkeletalMesh

Modifiers: repnotify, transient

Used to replicate mesh to clients

ReplicatedPhysAsset

Type: PhysicsAsset

Modifiers: repnotify, transient

Used to replicate physics asset to clients

Default values

Property Value
bAlwaysRelevant True
bBlockActors True
bCollideActors True
bEdShouldSnap True
bNetInitialRotation True
bNoDelete True
bProjTarget True
bUpdateSimulatedPosition True
CollisionComponent SkeletalMeshComponent'KAssetSkelMeshComponent'
CollisionType COLLIDE_CustomDefault
Components[0] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[1] SkeletalMeshComponent'KAssetSkelMeshComponent'
Physics PHYS_RigidBody
RemoteRole ROLE_SimulatedProxy
SupportedEvents[4] Class'Engine.SeqEvent_ConstraintBroken'
SupportedEvents[5] Class'Engine.SeqEvent_RigidBodyCollision'
TickGroup TG_PostAsyncWork

Subobjects

KAssetSkelMeshComponent

Class: Engine.SkeletalMeshComponent

Property Value
bHasPhysicsAssetInstance True
BlockActors True
BlockRigidBody True
BlockZeroExtent True
bSkipAllUpdateWhenPhysicsAsleep True
bUpdateKinematicBonesFromAnimation False
CollideActors True
LightEnvironment DynamicLightEnvironmentComponent'Engine.Default__KAsset:MyLightEnvironment'
PhysicsWeight 1.0
RBChannel RBCC_GameplayPhysics
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

No new values.

Functions

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


TakeDamage

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

Other instance functions

DoKismetAttachment

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

Performs actual attachment. Can be subclassed for class specific behaviors.

OnTeleport

simulated function OnTeleport (SeqAct_Teleport InAction)

Overrides: Actor.OnTeleport

(Description copied from Actor.OnTeleport)
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.

Parameters:

  • Action - teleport action that was activated

OnToggle

simulated function OnToggle (SeqAct_Toggle action)

If this KAsset receives a Toggle ON event from Kismet, wake the physics up.

SetMeshAndPhysAsset

final function SetMeshAndPhysAsset (SkeletalMesh NewMesh, PhysicsAsset NewPhysAsset)

Sets the new mesh and physics asset, along with the replicated properties for clients.

TakeRadiusDamage

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent)

Overrides: Actor.TakeRadiusDamage

Take Radius Damage

Parameters:

  • InstigatedBy - instigator of the damage
  • Base - Damage
  • Damage - Radius (from Origin)
  • DamageType - class
  • Momentum - float)
  • HurtOrigin - origin of the damage radius.
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)